Quote Originally Posted by TWOxACROSS View Post
I'm talking about forced homogeneity, positionals are a part of the melee classes because it's an overall game mechanic, but monks are the ones with positional weaving as their playstyle, while ninjas have their ninjutsu patterns, and dragoons sit in one spot and unload skillchains and jumps.
That's never been the case.

In 1.23 you had to move to land your positional to continue your combos. That trait continued throughout most of the 2.0 series, until they got rid of the positional requierment for combos, and instead instilled bonus damage for doing positionals.

Dragoon has NEVER been about sitting still. Jump allowed you to attack at father distance and return to your original position. Dragonfire Dive and Spineshatter Dive brings you to target position, and is perfect for gap closers too in the right time of location.

So you're really wrong about your approach to the job. Dragoon is more straight forward than the other jobs, sure, but it was never without positionals in one shape or form. I can't speak for E3, but I know I like how the gameplay on the class works right now. All I want is tweaks to the two skills to differentiate them. Something small like one inflicts a small duration bleed while the other poison, or the two alternates different kinds of vulnerability that the party can capitalize on. Nothing that differentiates them in a manner that causes us to curse the RNG part of this gameplay.

At this point, that's all I'm asking for. If you haven't leveled the class to 60 yet, I recommend you do so. It really isn't as bad as it seems on paper, especially with GK